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DigitalRunePlatforms

Here is an overview of platforms supported by the DigitalRune Engine.

This topic contains the following sections:

Overview

The DigitalRune Engine can be used on most platforms which support .NET or Mono.

At the moment there might be some limitations on the newer platforms. However, we are working hard to make the full set of features available on all platforms and to add new platforms. You can also contact us if you need builds for a different platform.

Windows (desktop)

Windows Store

Windows Phone

Universal Windows Platform (UWP)

Xbox 360***

Linux

Mac OS X

Android

iOS

Portable Class Libraries (PCL)

Silverlight

Unity

Mathematics

Geometry

Physics

Particles

Animation

Graphics

Only stub DLL*

-

-

Game

Game UI

Only stub DLL*

-

-

.NET Version

.NET 4.0+ or Mono

.NET

.NET

.NET Core

.NET

Mono

Mono

Xamarin.Android**

Xamarin.iOS**

.NET 4.0+ or Mono

Silverlight 5

Unity's Mono

XNA or MonoGame

XNA and MonoGame

MonoGame

XNA (WP7), MonoGame (WP8.1)

MonoGame

XNA

MonoGame

MonoGame

MonoGame

MonoGame

MonoGame (stub*)

-

-

* The library is available as a portable class library. Some features are only implemented in the native version of the library. The portable class library might throw a NotImplementedException when such a feature is used at runtime.

** Xamarin license required.

*** As of 2015-09-28: Xbox 360 version no longer actively developed ("maintenance mode").

Limitations

The original versions of the DigitalRune Engine used XNA. The XNA builds are the most mature builds. Here are some important limitations on other platforms:

  • [MonoGame] Effects (.fx files) do not yet support struct parameters, effect parameter semantics or annotations.
  • [Windows Store] [Windows Phone] [Linux] [Mac] [Android] [iOS] Advanced graphics (XNA HiDef profile, deferred rendering, post-processing) are not yet implemented.
  • [iOS] [Android] OpenGL/ES does not support wireframe rendering. Wireframe rendering is not available in the DigitalRune.Graphics.RenderingDebugRenderer.
  • [iOS] [Android] Cannot read vertex buffers on CPU at runtime in OpenGL/ES. (This is used in some older samples to get mesh data.)
  • [Windows Store] Keyboard Alt key is not supported (OS limitation).

We will try to remove these limitations in future releases.